Network Delay with RPC Functions/OnRep Properties

Networking - Jun 5, 2017

When attempting to call a RPC (NetMulticast, in this case) or use an OnRep_ Property, there seems to be a delay between setting the variable and it being replicated. In 4.15, this was around two t ...

Rotation Not Always Replicated When bUseControllerRotationYaw is Set to False

Networking - May 19, 2017

Rotation does not always appear to be replicating when bUseControllerRotationYaw is set to false on the Character's class. This seems to occur 4/5 times. There are the occasional times where telep ...

Variable is not Replicated if the Value is Set to the Original Default Value

Networking - May 19, 2017

Variables are not being replicated when they are set on the server to be the same value as the default value of the property. For example, if a float is created and defaulted to 20, and then set to ...

Character Jitters at High Speed When Run Dedicated Server is Enabled

Networking - May 15, 2017

Characters are jittering in multiplayer when moving at high speeds when Run Dedicated Server is enabled. ...

UWorld::AttemptDeriveFromPlayInSettings() Returns Incorrect Net Mode

Networking - Apr 28, 2017

UWorld::AttemptDeriveFromPlayInSettings() is returning NM_Dedicated server when Use Single Process is disabled in the play settings and the Editor Multiplayer Mode is set to Play as Listen Server. ...

Steam Voice Chat Stops Functioning After Server Travel

Networking - Apr 27, 2017

Voice Chat stops working after Server Travel is executed. ...

Blueprint's location reset to 0, 0, 0 after being detached in a network environment

Networking - Apr 24, 2017

Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...

IsLocalPlayerTalking() Not Returning True

Networking - Apr 14, 2017

IsLocalPlayerTalking() appears to be returning false indefinitely, regardless if the local player is actually talking or not. ...

GetCurrentPlayers() Always Returning 0

Networking - Apr 14, 2017

GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...

Inconsistent 'Skip Owner' Replication Behavior Between Editor and Packaged Game

Networking - Apr 13, 2017

When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...